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About silvusvalentine

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  1. @FlightRisk I'm not too familiar with Rocket Launcher or CP78. In my setup, Pinball FX2 is installed on Steam, and launched from LaunchBox. It would require Steam to be running in the background on your machine. If Steam isn't working, you might try a fresh install. You can install it wherever you'd like, just change the game's Application Path in LaunchBox to point to Steam.exe. Hope that helps.
  2. You may have to request a code for the Cabinet Support feature, which allows the game to accept command line parameters. There's a button on the main menu that will launch a web page where you enter your information, and I've also linked to it in the original tutorial. Someone from Zen Studios should then contact you, and they may ask you to send them a picture of your setup. They just want to verify that your setup isn't for public use. Once you enter the code, you should be able to launch straight into the game you choose from within LaunchBox.
  3. Previous versions: This version:
  4. @Helveticus I had the same message about the Steam Client not running. I made a guide on how to get it working here:
  5. Description: Tables for Pinball FX2 on Steam are treated similarly to DLC for other games. Therefore, the tables do not have their own launchers in Steam, and are chosen after starting up the main game. However, the following will describe how you can enter each Pinball FX2 table as an individual game in LaunchBox. Note: You may need to get a code from Zen Studios to enable command line support with Pinball FX2. There is a link within the game that will send you to the appropriate form, or you can go to it directly, here: https://blog.ze
  6. You can accomplish this by creating a style for background element. Let's say your background is a Grid component. In the view's XAML file, paste the following Resource Dictionary just below the UserControl tag: <UserControl.Resources> <Style x:Key="DynamicBackground" TargetType="{x:Type Grid}"> <Style.Triggers> <DataTrigger Binding="{Binding Path=SelectedPlatform.Name}" Value="Arcade"> <Setter Property="Background" Value="Blue" /> </DataTrigger> <DataTrigger Binding="{Binding Path=SelectedPlatform.Name}" Value="Nin
  7. It is just for showing stars. When I said Star Rating control, I meant control as in element or component.
  8. Okay, I think I've come up with something for the Star Rating control. It's probably the worst way to handle this, but the only way I could think to accomplish it without code behind. In the view that you want to feature the Star Rating control, paste the following UserControl.Resources code at the top, so it's the first element inside the UserControl tag. Here's an example of the UserControl tag, it should be the top-most element of every view: &#
  9. If you wanted to implement the blur effect programmatically, you can add an effect to the image in the XAML. <Image Source="{Binding ImagePath}" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Stretch="UniformToFill" RenderOptions.BitmapScalingMode="HighQuality"> <Image.Effect> <BlurEffect Radius="30"></BlurEffect> </Image.Effect> </Image> Just adjust the Radius property to adjust the amount of blur. It will most likely slow down performance, but it will work for every image wi
  10. I'm only just figuring out how to get shaders to work in Retroarch. I wouldn't know where to start in standalone Mame. Are there any tutorials on here that show how to set them up?
  11. I had been doing the same. I just happened to find them while I was exploring the options lol.
  12. Retroarch Version: 1.3.6 Mame Core: MAME 0.174 (The core labeled Arcade (MAME) in the Core Updater) Steps: Open Retroarch and pull up the Main Menu (Press F1 if you are in-game). Load the Mame Core if it is not already loaded (check the bottom left of the screen for the currently loaded core). Navigate to Main Menu -> Quick Menu -> Options. In the Options menu, turn ON the following options (Image 1): Hide nag screen Hide gameinfo screen Hide warnings screen
  13. For what it's worth, I think the two should be separate. The games can be played on either system, but you would have to either modify the SNES cartridges to fit inside the Super Famicom, or you would have to modify the SNES to allow the Super Famicom cartridges to fit inside the SNES. If you want to draw a parallel, many games can be played across GameBoy, GameBoy Color, GameBoy Advance, and the GameCube GameBoy Player. Here's the compatibility chart. In addition, there were some Super Famicom games that were never released for the SNES. In some cases, the games were released under different
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